These creatures would accelerate your spells, and in a pinch could chump block flying creatures (since most of them dont actually trample)
You can get the most out of this card with cards like Adeline, Resplendent Cathar since she makes more and more tokens each turn
No sticky clumping, no sliding "oil slick" effect, and no edges catching during pile or riffle shuffling
So to recap: In the Alchemy format, Dungeon Descent no longer entered the battlefield tapped, cost three less mana to activate, and was still a bad card
Far / Away often feels like it does as much as this when fused and it isn't dead weight prior to five mana or should you fail to see one of those colours
But dont get too excited about that Merfolk creature type